uniform extern float4x4 WorldViewProjection : WORLDVIEWPROJECTION;
uniform extern texture texureMap;
uniform extern float selected;

sampler2D baseMap = sampler_state
{
   Texture = (texureMap);
   ADDRESSU = CLAMP;
   ADDRESSV = CLAMP;
   MINFILTER = ANISOTROPIC;
   MAGFILTER = ANISOTROPIC;
};

struct VS_PARAMS 
{
   float4 Position : POSITION0;
   float2 TexCoord :TEXCOORD0;
};

struct PS_INPUT 
{
   float2 TexCoord : TEXCOORD0; 
};

VS_PARAMS Position_Pass_0_Vertex_Shader_vs_main( VS_PARAMS Input )
{
   VS_PARAMS Output;
   Output.Position = mul( Input.Position, WorldViewProjection );
   Output.TexCoord = Input.TexCoord;
   return( Output );   
}

float4 Position_Pass_0_Pixel_Shader_ps_main(PS_INPUT Input) : COLOR0
{  
	float4 color = tex2D(baseMap,Input.TexCoord.xy);
	if(selected)
	{
		color.r += 0.25;
	}
	color = saturate(color);
	color.a=1;
	return color;
}

technique Position
{
   pass Pass_0
   {
      VertexShader = compile vs_2_0 Position_Pass_0_Vertex_Shader_vs_main();
      PixelShader = compile ps_2_0 Position_Pass_0_Pixel_Shader_ps_main();
   }

}

